Changes to some classes

Post/Author/DateTimePost
#1

Malakav-X

Jan 13, 2015 11:15:45

I wanted to see what do you think of the changes that I made for some of the Class Features for some classes

I thought that the Ranger is underpowered and the Bard might have been removed from what it was before

Additions to the Ranger Favored Enemy Feature:
The Ranger now has Advantage in attack rolls vs. all his Favored enemies, at level 12 he deals extra +2 damage against all his favored enemies

Additions to the Bard Inspiration Feature:
You can spend 1 performance to have all your party members gain Advantage on 1 attack roll, this applies only during combat, and if it is not used, it is lost once the combat ends
At level 12 using performance he grants +1 in all attack rolls and saves vs. fear until the end of the combat

Additions to the Warlock Pact of the Chain Feature:
Your familiar grants an extra spell slot to cast magic, he gains an additional extra slot at level 8 and level 12
At level 12 he gains +1 damage for each pair of die that he rolls, meaning that if for example he casts a fireball at 5th level slot, meaning he will throw 10d6, the damage added will be +5

Additions to the Paladin Lay on Hands Feature:
At level 6 and 12 you gain an additional use of Lay on Hands (with full pool of HP)
At Level 12 all the melee attacks versus Demons, Devils and Undead have advantage

Again, I felt that the Ranger's most important quality was removed from him, the Favored Enemy does nothing of what it usually did

The Bard, while they did it more versatile, I felt that they removed him from being the standard support class, and limited him to only give dice to other players, while on other versions he gave at least a +1 to all his companions

let me know what you think
 

#2

shpelley

Jan 13, 2015 12:21:12

Malakav-X wrote:
#3

mellored

Jan 13, 2015 12:22:50

I would just add bless and crusader's mantle, to the bard spell list.

 

And rework counter charm to be more of a dispell.

#4

rampant

Jan 13, 2015 15:04:53

I'd start by scrapping the current favored enemy/terrain powers for the orzel method. Beast master would be tweaked to use a series of special animals built for the ranger feature, and the variety of combat oriented spells like swift quiver, and lightning arrow need to be expanded on, and especially spread to some melee options. 

 

The big issue is divine classes and spell knowledge, I'd make them actually learn spells, and wizards would have a limit of some sort on how many of which spells they can learn.

#5

Ashrym

Jan 13, 2015 16:04:12

 

I don't see any need for buffing any of those classes. Chain pact familiar is useful and paladins are already combining lay on hands with spell support. If you see an issue with bards the can select suitable spells via secrets to match flavor (very customizable) or use Mellored's suggestion because it's simple and effective. Rangers are more complicated because they are effective in practice but favored enemy is more light flavor than class benefit until the capstone. If a person doesn't like favored enemies being important this is good until the capstone and if they do like favored enemies it's weak until the capstone. Either way it can annoy players. Adding more to favored enemies exacerbates both groups because suddenly the class is better when those enemies are present and more strongly felt when they are not. That's only good for some groups so hard to say. My preference would be to have substitution options for favored enemy and terrain features for those who don't like them. Also FYI, bards are more similar to most editions outside of 3e with those song abilities. 1e and 2e didn't have combat inspiration or similar spells, and 4e is close to the style of play if not the actual model. I did a variant bard in the player help section based on the playtest bard that might be closer to what you are looking for.

#6

FFSAA

Jan 13, 2015 19:49:28

Malakav-X wrote: